Meikyuu Kingdom

I’ve been putting off cleaning up my Shinobigami translation due to a series of personal events (namely, looking for a job and moving back to Los Angeles), and though lately I’ve been reading the second Shinobigami book and getting really excited about it again, I’ve been working on something else on the side. My best friend came over last week and we’d decided that my next project ought to be Meikyuu Kingdom.

As luck would have it, there’s been a flurry of interesting posts over at Faustusnotes’ excellent blog, including this post where he details a monster card and a random room table. I thought I’d show off a little of what I’ve been doing myself, so instead of a monster card, I’ll put up my work on the most important class of the game–The King!

"Come now... Have at thee! <3" "...Do I have to decide?"

Every party must have one King in it, and parties with 4 or more people can have multiple. They are the leaders of the group and kingdom and have ultimate authority. Though the class is called King, you can decide to be just about any sort of authority figure: emperor, director, prince, swimming instructor, etc. (and likewise, your kingdom can be a duchy, university, book club, etc.) Here’s the information that details the class, including playing tips and all 6 class skills.

Class: King

Class Stats: 4,4,1,0 divided among any stats you’d like.

Class Items: Broadsword, Flag, Outfit

You are the representative of your kingdom, the leader of your court. That’s what a King does. It’s no exaggeration to say that a nation’s colors are determined by its ruler.

The country is its king; the king is his country.

The King is the leader of the court, a necessary position. Here are a few points to look out for as you make and play your King character.

Compensate for missing classes: The King is the only class that is able to assign its highest ability points to any ability score it likes. Therefore, you ought to make sure to spread your highest ability points to cover the weak parts of your party. If you are missing a Vizier, choose Wit, if you have no Ninja then choose Quest as your highest ability score. If you have a small party, you’ll be covered in any situation. Make sure to take the opinions of those around you, but if their opinions differ from yours, the final decision is yours. Balancing the kingdom is the most important job of the King.

Use the pooled resources: The resources available to the entire court, such as the Voice of the Citizens and the national budget, should be used sparingly. The King should take the initiative in their use as the opinion leader. That way, you should stay out of the red.

In the case of multiple Kings: We’d like you to make a special decision when there are multiple Kings in a party. Decide up front whether one player is the King and the other is merely royalty, if both are siblings in line for the throne, if the country is split between the two, etc. It’s important to decide first if the players will be switching complete control between games.

Skills:

Royal Command

Type: Interrupt

Target: Single

Skill Check: None

You can use Royal Command when someone uses a Wish. Lose 1 HP. At that time, treat the Wish as though there was an extra Wish being used. This can not be used consecutively.

Hegemony

Type: Permanent

Target: Self

Skill Check: None

Hegemony can be used at the end of the Kingdom Phase. During this game, you can spread a number equal to your Kingdom Level among your ability scores. (This can be any primary ability score, but no score can go above 9.) Secondary ability scores also change.

Royal Guard

Type: Permanent

Target: Self

Skill Check: None

Royal Guard can be used in the stronghold. All characters in your stronghold can decrease the damage they take by a number equal to (# of your Underlings)/5. This number can not be lower than 1.

Storm Bringer

Type: Permanent

Target: Self

Skill Check: None

When you roll a critical success, you can choose not to roll 2d6 on the status effect chart, and instead add the number of your Underlings to the power of your weapon.

Daidem

Type: Interrupt

Target: Self

Skill Check: None

This can be used anytime you make a skill check. The Voice of the Citizens is reduced by 1. The Kingdom Ability Score applicable to the skill check is applied to the roll.

Anarch

Type: Support

Target: See text

Skill check: Wit / 10

Roll 2d6 on the Kingdom Disaster Chart. The result is applied to your kingdom. Afterwards, the skill check may be attempted. If you are successful, a character whose action had ended is now free to act again.